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632 Uppsatser om Game meat - Sida 5 av 43

"Ska vi leka?" : En kvalitativ undersökning av inkludering och exkludering i fri lek i förskolan

The aim of this studyhas been to capture preschool children's strategies, when they include and exclude each other in play. My aim was also to find out how children choose to integrate into an already existing game. My questions were: What strategies are used by the children at the preschool when they want to exclude or include each other? How to integrate the children when they want to be involved in an ongoing game and how they will be received during the time of play? My theoretical starting points are from Vygotsky's theory of proximal development zone, and Michel Foucault's perspective on power, and also research on the subject.The empirical study was conducted using the observations at two preschools. The children I observed were between four to five years old.The results show that children used different strategies, and when the strategy did not work so the child could switch to another.

Spelentusiasters val av analoga spel : En kvalitativ studie om användare på boardgamegeek.com

This qualitative study examines how users of boardgamegeek.com chooses which analogue game to buy. The purpose of the study is to find out which factors constitutes the choice of games and how the information of these factors reach the consumer. The investigation is executed by users of boardgamegeek.com explaining their latest game purchase in a questionnaire survey online. The results show that many of the respondents research the games they are interrested in beforehand and based on this information make their choice. Despite of this we can see that many game developers and distributors does not make this information available for the consumers, but leaves this task to the public..

dotNet som multimediaplattform

As the speed and complexity of computers have increased so have software and the expectations of users. Software development follows a straightforward evolution where complicated tasks are made easier by better tools; this repeats itself as those tasks in turn are automated.Software mechanics that were seen as revolutionary a decade ago are seen as obvious requirements that no multimedia application can be without.dotNet is the next step in line and makes it easier and faster to build software.This report focuses on the development of a multimedia platform developed in dotNet. It does this by developing the tools and framework from which a complete game can be built.A game is selected because it combines the most aspects of multimedia development, such as interaction, graphics, sound & music. The report goes further by describing why the game looks like it does as well as the mechanics of the game and the benefits of the dotNet platform..

Methane emissions from Swedish sheep production

The quantity of methane emissions from sheep depend on several factors, for example, the composition of the diet, feed quality, the age of the animals, time of the day and maybe also breed and sex. A comprising literature review was made about which factors that affect the size of emissions. In addition, a questionnaire was sent to two farms, one with a more intensive production system and another with a more extensive system. Inventories of the two farms were made; the rest of the data needed to conduct the study was taken from literature and other sources. Meat produced at the more intensive farm caused emissions of 0.4 kg of methane per kg of bone free meat and the more extensive farm caused emissions of 0.9 kg methane per kg of bone free meat.

Varelsedesign : en metod

My aim in this case study has been to create a method for creature design to test this method in a production and evaluate the results. To achieve this I studied and analyzed the methods of three concept artists and illustrators named James Gurney, Neville Page and Iain McCaig. From the analysis of these artist´s methods, combined with my own personal experience, a new method was formed. To test this method a creature was designed based on directives given by a game design group in the process of creating a table top role playing game in a fictitious world. These directives where given for the creature´s role and its living conditions.

Migrating Mesh SkinningDeformation Functionality fromRSX to SPUs on thePlayStation ® 3

In game development, performance is everything and the Playstation 3 provides a unique platform for utilizing parallelization of code to achieve extremely high performance. In this master?s thesis the issue of animation with smooth skinning is migrated from being a GPU process to becoming a parallelized and 358% faster process. This method is incorporated in an existing commercial game engine and integrated in a currently in development title for the Playstation 3. An in-depth study covers parallel processors, the CELL processor, used in the Playstation 3, and how contemporary industry leading game developers are utilizing the same unique architecture to increase their own games? performance..

Reflektion genom interaktion : En analys av förbindelsen mellan spelarens moraliska handlingar och karaktärernas utveckling i tv/datorspelet Dragon Age: Origins.

The aim of this essay is to investigate the function and development of non-player characters (NPC) in the TV/computer game Dragon Age: Origins. The NPCs are analysed in order to see if their development is affected by the player character?s (PC) background and interactions. The game?s ethics is also investigated by studying how the NPCs treat the PC and what significance they give to his background and actions.The results show that the NPCs are affected by the PC?s interactions, and furthermore, that they are round characters, which is unusual in TV/computer games.

Köttfri Kommunikation : En studie av den digitala kommunikationen i kampanjen Meat Free Monday

Denna studie har genomförts för att undersöka hur Meat Free Mondays kampanj för att minska människors köttkonsumtion representerar och presenterar relevanta frågor om miljö och hälsa i delar av deras externa kommunikation.Syftet har varit att se hur miljö- och hälsofrågorna presenteras och representeras i Meat Free Mondays digitala kommunikation via videoklipp och delar av hemsidan. Vi har diskuterat vilka motiveringar som finns för att helt eller delvis sluta äta kött och utgått från tidigare forskning och teori i miljö- och hälsokommunikation. Vidare har vi utgått utifrån begrepp som kommunikationskampanjer och social marketing, och utifrån ett teoretiskt ramverk över miljö- och hälsoutfall undersökt vilka motiv och retoriska resurser som används i kommunikationen. Det har även diskuterats vilken roll och verkan Paul McCartney har som ambassadör för kampanjen.Studiens metodologiska ram har baserats på Karlberg & Mrals neoaristoteliska retorikanalys av både text och bild, och huvudsakligen de tre appellerna ethos, logos, och pathos. Materialet innefattar fyra videoklipp från Meat Free Mondays YouTube-kanal där Paul McCartney framför tal, samt delar av Meat Free Mondays hemsida, med innehåll som berör aspekterna hälsa och miljö.Studien visar att innehållet av Meat Free Mondays kommunikation kombinerar olika strategier för att stärka kampanjens teser. Budskapet förmedlas genom att anspela mycket på människors ekologiska drift och gemensamma värderingar, och användandet av den retoriska appellen pathos framträder tydligt i materialet.

Undersökning om spelares uppfattning om latency i realtidsstrategispel

In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.

Karaktärsskapandets potential och begränsningar

This project report describes a supplement for character creation in a tabletop role-playing game ?Dragons and Demons." The purpose of this project is to improve the character creation for the players? trough the narrative elements such as character?s background story. The applied qualitative methods such as a test panel and a questionnaire were conducted for the evaluation of theories used during character creation and to get feedback on the supplement?s creative value for the players. The aim of the questionnaire was to see how the method for the character creation differs from the regular way of making a character for a tabletop role-playing game and if this idea improves user experience during the tabletop role-playing game.The results of the evaluation are based on answers from novice and experienced players, and conclude that the additional background story creates an insight into the character's past, which makes it easier for novice players to get quick started with character creation.

Stadsparken i Trelleborg - en resa i historien

This thesis was performed as assignment from Fazer Food Services. The aim was to survey which food additives that were present in the products in the quotation list of one of their suppliers to the Education and Nursing segment. The aim also was to perform a theoretical analysis of these food additives and to make recommendations which food additives are acceptable and which should be excluded from the products in the future. The recommendations are not published in this report, for more information Fazer Food Services can be contacted. Food additives which have already been approved are regarded as safe according to the safety evaluation methods available at the time of approval.

Spelindustrins Paradox : En eventstudie om lansering av tv-spels påverkan på aktiekursen

Purpose: To examine how video-game releases affect the share price, and if video-game reviews have any impact on the share price of gaming corporations. Method: A quantitative deductive research approach is applied with event study methodology used as basis. The investigated companies were the five largest gaming companies listed on the U.S. NASDAQ exchange. A total of 29 video-game launches and 85 reviews where examined.  Theory: The study is based on The Efficient Market Hypothesis, Agent Theory, Public Relations Theory, Nextopia and previous research.Results: The result contains 114 observations in five companies.

Kaninen som produktionsdjur

The purpose of this report was to obtain an overview of rabbit meat production in the world, in terms of breeding and feeding. It examines how different feed components contribute to the health of the rabbit as well as the quality of the carcass, and the breeding strategies that are most common in the major producing countries. The production of rabbit meat in Sweden is at present not very large, but it is gaining ground, and that is why this paper mainly deals with the rabbit production abroad. This report also examines the disease Rabbit Viral Haermorrhagic Disease (RVHD) in Sweden, where this disease can cause big problems. The rabbit (Oryctolagus cuniculus) is very special, both in its reproduction and digestion. There is no specific mating season and the digestive tract is designed to digest forage efficiently.

Man blir lite taggad men också frustrerad : En explorativ studie av checkpoints i spelet A Story About My Uncle

In this study we pose the question if you through finding patterns in implementation of checkpoints can find ways to tailor the experience of the game A Story About My Uncle to hardcore gamers. To find out the answer we had hardcore players playing a modified level from the game A Story About My Uncle that was used as stimulus material for the following focus group interview. The analysis of the gathered material resulted in four patterns that can be used when implementing checkpoints to tailor the experience of the game A Story About My Uncle to hardcore gamers. Elements of checkpoints that our study showed to be important when it comes to how the game is experienced are density, placement and clearness..

Heuristiker för digitala spel : En studie om Game Approachability Principles

Detta arbete har utformats för att besvara frågeställningen: ?Kan Game Approachability Principles (GAP) upptäcka användbarhets-, spelbarhets- och åtkomlighetsproblem i tidiga stadier av utvecklingsprocessen av ett spel??. Teorier om användbarhet, åtkomlighet, spelbarhet, olika utvärderingsmetoder och användartestning samt Game Approachability Principles studerades för att skapa en teoribildning inom området. Två prototyper av ett spel skapades: en hi-fi prototyp och en lo-fi prototyp. Den första representerar det senare stadiet i utvecklingen av ett spel och den andra representerar det tidigare stadiet.

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